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4e modules and lack of empty space
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<blockquote data-quote="Imaro" data-source="post: 4587728" data-attributes="member: 48965"><p>Hmm...I don't know if this is necessarily true. Good story design has down points, not just non-stop action after non-stop action from beginning to end. This downtime can actually help highlight the high points of an adventure or story, allow for inter-party roleplaying, for custmization, etc.. Otherwise the non-stop action can actually become a boring and ho hum run-on of the same thing over and over again.</p><p></p><p></p><p></p><p></p><p>If this is truly the reasoning behind the type of modules WotC has created...I will say right now I think it's just wrong. It's a new edition, experienced players are looking for adventures to familiarize and test run the system for themselves and their groups, and WotC will be judged by what they decide to put out. This just seems like an excuse for sub-par design. Besides that, this is what shapes how all those new players create and run their own adventures...I find the assumption that a new group of players and DM can only handle a very basic adventure structure...well kinda of silly. If most people can learn the rules then I think the designers or whoever at WotC make these decisions is underestimating their consumer base... Of course WotC may just favor the basic dungeoncrawl, and thus model their adventures on it.</p><p></p><p>Eh, maybe I'm giving people more credit than I should, but I thought the type of adventures you're describing are what the basic set and included DMG dungeoncrawl are for. At $25 to $30 a pop really, I think a consumer should be getting a little more than a basic dungeoncrawl. I think this is one of the reasons that Wotc doesn't have a good reputation as far as adventure design is concerned. YMMV of course.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4587728, member: 48965"] Hmm...I don't know if this is necessarily true. Good story design has down points, not just non-stop action after non-stop action from beginning to end. This downtime can actually help highlight the high points of an adventure or story, allow for inter-party roleplaying, for custmization, etc.. Otherwise the non-stop action can actually become a boring and ho hum run-on of the same thing over and over again. If this is truly the reasoning behind the type of modules WotC has created...I will say right now I think it's just wrong. It's a new edition, experienced players are looking for adventures to familiarize and test run the system for themselves and their groups, and WotC will be judged by what they decide to put out. This just seems like an excuse for sub-par design. Besides that, this is what shapes how all those new players create and run their own adventures...I find the assumption that a new group of players and DM can only handle a very basic adventure structure...well kinda of silly. If most people can learn the rules then I think the designers or whoever at WotC make these decisions is underestimating their consumer base... Of course WotC may just favor the basic dungeoncrawl, and thus model their adventures on it. Eh, maybe I'm giving people more credit than I should, but I thought the type of adventures you're describing are what the basic set and included DMG dungeoncrawl are for. At $25 to $30 a pop really, I think a consumer should be getting a little more than a basic dungeoncrawl. I think this is one of the reasons that Wotc doesn't have a good reputation as far as adventure design is concerned. YMMV of course. [/QUOTE]
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